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我想在 Tessenllation Control Shader 中做 LOD。而我的方法是计算每个patch在屏幕坐标上所占的面积,并为它们设置不同的细分级别。

所以我需要访问一个补丁中的所有顶点,我这样做如下:

for(int i = 0; i < 4; i++)
{
    position_screen[i] = ProjectionMatrix * ModelViewMatrix * gl_in[i].gl_Position;
}

我在 TCS 中定义了我的补丁,例如:

#version 400  
layout( vertices=4 ) out; 

这是OpenGL中的相关代码:

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rect_index_buffer);
glPatchParameteri(GL_PATCH_VERTICES, 4);
glDrawElements(GL_PATCHES, RECT_INDEX_SIZE, GL_UNSIGNED_INT, 0);    


但是结果很奇怪。曲面细分级别与屏幕上的区域有关,但所有补丁都具有相同的曲面细分级别。

所以有什么问题?

我想这是我尝试访问补丁中顶点的方式出错了。那我该怎么做呢?

以下是我的 Tessellation Control Shader 中的代码,希望对您有所帮助:

#version 400  
layout( vertices=4 ) out; 

uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;

uniform float window_height;
uniform float window_width;

float PI = 3.14159;

float calcTriangleArea(float l[3])  //Heron's formula
{
    float p = (l[0] + l[1] + l[2]) / 2.0;

    return sqrt(p * (p - l[0]) * (p - l[1]) * (p - l[2]));
}

float calcSqureArea(vec4 position[4])
{
    vec2 position_screen[4];
    for(int i=0;i<4;i++)
    {
        position_screen[i] = position[i].xy;
    }

    float l[4];

    for(int i = 0;i < 4;i++)
    {
        l[i] = length(position_screen[(i + 1) % 4] - position_screen[i % 4]);
    }

    float diagonal = length(position_screen[2] - position_screen[0]);

    float l1[3];
    float l2[3];

    l1[0] = l[0];
    l1[1] = l[1];
    l1[2] = diagonal;

    l2[0] = l[2];
    l2[1] = l[3];
    l2[2] = diagonal;

    float area = calcTriangleArea(l1) + calcTriangleArea(l2);

    return area;
}

float checkInsideView(vec4 position[4]) //check if the patch is visible
{
    int flag = 4;
    for(int i=0;i<4;i++)
    {
        if((position[i].x >= -window_width / 2.0) && (position[i].x <= window_width / 2.0) && 
    (position[i].y >= -window_height / 2.0) && (position[i].y <= window_height / 2.0))
        {
            flag --;
        }
    }

    if(flag == 0)   //all 4 vertices are visible
    {
        return 0.0;
    }
    else if(flag == 4)  //not all visible
    {
        return 2.0;
    }
    else    //all vertices are not visible
    {
        return 1.0;
    }
}

float calcLODLevel()
{
    vec4 position_screen[4];
    for(int i = 0; i < 4; i++)
    {
        position_screen[i] = ProjectionMatrix * ModelViewMatrix * gl_in[i].gl_Position;
    }

    float in_view_level = checkInsideView(position_screen);

    //tess number is decided by the area that this patch covers on 
    //the screen
    float area = calcSqureArea(position_screen);
    float level = sqrt(area);   

    if(in_view_level == 1.0)    
    {
        level /= sqrt(2);
    }
    //dont do tessellation
    //if this patch is not visible
    else if(in_view_level == 2.0)
    {
        level = 1.0;
    }

    return level;
}

void main()
{
    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;

    float lod_level = calcLODLevel();

    gl_TessLevelOuter[0] = lod_level;
    gl_TessLevelOuter[1] = lod_level;
    gl_TessLevelOuter[2] = lod_level;  
    gl_TessLevelOuter[3] = lod_level;  
    gl_TessLevelInner[0] = lod_level;
    gl_TessLevelInner[1] = lod_level;   
}
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1 回答 1

0

我认为问题在于您对屏幕坐标的计算,导致曲面细分级别太小。关键部分是这样的:

position_screen[i] = ProjectionMatrix * ModelViewMatrix * gl_in[i].gl_Position;

您在这里计算的是剪辑坐标,而不是屏幕坐标。要从剪辑坐标中获取屏幕坐标,您需要:

  • 执行透视分割。这为您提供 [-1.0, 1.0] 范围内的 NDC(标准化设备坐标)。
  • 从 NDC 计算屏幕坐标。

在代码中,计算可能如下所示:

vec4 posClip = ProjectionMatrix * ModelViewMatrix * gl_in[i].gl_Position;
vec2 posNdc = posClip.xy * (1.0 / posClip.w);
vec2 posScreen = 0.5 * (posNdc + 1.0) * vec2(window_width, window_height);
于 2015-06-07T15:11:38.267 回答